Thevampirenight wrote: »No one but those roleplaying as a vampire will go to stage four. It will just be the same as it is now and people will not feed they just won't its not worth doing. Heck even the 5% alone would likely draw a lot of cures because that isn't worth it either. For them so that is why this ability cost weakness is so stupid.
WEREWOLF FEEDBACK UPDATE 2:
Pounce
As said during the first 2 weeks of PTS testing, this skill needs to get reworked so werewolfs aren´t locked out of using their gap closer for 5 seconds after using it the first time. The mechanic with Carnage is interesting and I´m happy it got added to werewolfs, but if the price you´ve to pay is being unable to gap close once every 5 seconds, then I´d rather not have the skill being reworked at all.
Previous suggestions regarding this skill has been to make it work differently depending on how close you´re to your target. While that might work in a 1v1, I´ve a strong feeling it will malfunction in a situation with many targets. My new suggestion is to make Brutal/Feral Carnage apply when the gapcloser connects to its target. Feral pounce remains a pure singel target damage skill, while Brutal Pounce still keep its AoE element.
Hircine´s Bounty/Fortitude/Rage
Now before I continue explaining why this skill needs to get reworked, I want to clarify that I´ve no problem with the kiss curse of Hircine´s Rage. Getting Major Berserk but getting 23% extra damage taken is a fair trade off and I hope ZOS uses this approach for other classes and skills in the future.
As it stands right now, I´ve no real problem with Hircine´s Fortitude. Hircine´s Rage however is still absolutely garbage from both a PvE and PvP perspective. Did some werewolf duels with @Chrlynsch on the PTS. Tried both Hircine´s Rage and Hircine´s Fortitude. After our duels I checked my combat metrics to see how many times I managed to activate the additional effects (Major Berserk and getting the extra 3k stamina back). The avarage duel lasted anywhere between 5-10 minutes.
With Hircine´s Rage I managed to get the major berserk buff twice during a few 5-7 minute duels, and one of those times was right after the duel started.
With Hircine´s Fortitude I managed to see the extra "stamina gain proc" around 5-6 times during a 5 minute duel.
I really don´t see the point of having powerful extra effects on Hircine´s Rage if you´re never going to benefit from it. Only time you´ll ever be able to get the major berserk buff is when you´re out of combat or run between objectives. Why do you make a combat related buff almost impossible to get while being in actual combat, but super easy to get when out of combat?
As suggested before, lower the HP threshhold to 80% or higher in order to get the major berserk to proc, or let it proc from overhealing (aka whenever you reach 100% HP or "higher").
Piercing Howl
This skill remains bugged and doesn´t do 25% more damage vs targets who are facing you. However, it still does 25% more damage vs feared targets as stated in the description of the skill.
General feedback
Why are so many skills appealing to improve the stamina sustain for werewolfs?
- Feral Pounce gives stamina back
- Hircine´s Bounty (with morhps), assuming you manage to proc it. Then we´ve Hircine´s Fortitude that adds up to 666 more stamina recovery depending on the potency of the heal.
Werewolf doesn´t struggle with sustaining their stamina. The biggest pain point since the cost increase with Scalebreaker has been how expensive the heal is. I´m fine with having to invest something into magicka sustain to manage my heal, but the amount of effort and trade offs you´re forced to make in order to be able to sustain your heal in PvP is beyond absurd. Remove some of the excessive stamina sustain from either Feral Pounce or Hircine´s Bounty/Fortitude and give it something that makes managing the magicka a Little less harsh.
I love these suggestions! Anything that’s that let’s me feel more like a vampire and gives me more to work with is welcomed bc rn in pts I don’t feel like a vampire with these changesSome more ideas, without much hope that it will be implemented, but to show how it could be done.
1) Blood Frenzy. Moved to passives: Increse your weapon and spell damage up to 1200 based on your missing Health.
It will free skill slot for another active skill, AOE damage, DOT or gap closer, for example. Anyway, in my opinion, Blood Frenzy will be used similar to passive, it will be toggled on before gank or burst, or Health loss will be bypassed by some item set or healing passives of some classes and will never be toggled off during fight. Also 1200 wp/sp damage can be replaced by more damage and healing done stats, to also power Vampiric Drain skill, because it healing power don't scales from spell damage. With my suggestion gankers can just lower their health before gank and bursts can be timed with health decrease, but overall this skill as a passive will shift from ganks and bursts to helping vampire to survive, become hard to kill, as it should be, in my opinion.
2) Mist Form. Moved to passive: When you use block you dissolve into a dark mist, reducing your damage taken by 75%, entering this form removes and grants immunity to all disabling and immobilization effects and you can move with normal speed. You use magicka for block and while you holding block your Magicka Recovery is disabled.
Again it will free slot for another active skill, maybe real AOE damage instead of Blood Mist. Basically it become magicka block, but because it's a passive player can just don't put skill points into it and leave stamina block. It will act similar to Elusive MIst, additional speed and restriction to heal can be added based on balance. It will need work to make proper visual effects to using skills while blocking, but it can be done, some smoke/mist around 3D model while player performs skill.
3) Bat Swarm dash. High level passive or item set, 5pc bonus: When you use roll dodge you are turning into swarm of bats, additionally to standart functionality of roll dodge you also damage all enemies at your path for X magic(or stamina) damage.
If you can't put such skill into standart vampire skills put it at least as item set, at vampire centric chapter there is not a single vampire themed item set... Make something similar at least for next DLC.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Vampire and Werewolf changes. Specific feedback that the team is looking for includes the following:
[*] Werewolf[*] Do you have any other general feedback?
- Is your play pattern as a werewolf different with these changes?
- Do you find playing a werewolf as enjoyable as what’s currently live?
[/list]
wills43b14_ESO wrote: »Does the skill line feel up to date with the current modern game?
Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
I will address these two points.
For the first one, it does not. It feels like you're trying to force something like the Werewolf where you're either "all in" on the vamp skills/skill-line or you're not a vamp at all. It's very hard to effectively blend vamp and non-vamp with the sustain and increased damage issues. On that note, effective use of vamp skills requires melee range, increased cost to non-vamp skills (meaning sustain is awful unless you use all vamp skill), increased fire damage, and inflicting massive amounts of damage on yourself (and preventing healers from doing their jobs). At the same time, it adds a tremendous amount of skill gap, something ZOS has wanted to get rid of in the modern game.
For the second point (as a DPS main) the vampirism skills do not mesh with current builds well (or theory-crafted builds for that matter). Due to the sustain reasons and damage taken reasons stated above, vamp skills will be useful in a very niche # of applications, meaning you will only want to be a vamp for a small amount of content (obviously the high-end will find ways to incorporate this into most content, but it will be VERY bait for the vast majority).
That brings me to some general feedback. Please, for convenience, add a "Stage 0." As it stands, you will have to constantly cure vampirism and reinfect yourself to participate in content. It is useful in a couple places, but flat out unusable in most places, meaning you will NEED to constantly reinfect and cure yourself (when not usable, the extra fire damage and sustain hit is too detrimental). A stage 0, which prevents ability and passive usage, but also negates all side-effects, would effectively solve this issue.
Tl;dr: you're either all in on vamp and vamp skills or you're not a vamp at all, it adds a significant power gap, and it's only viable for a limited amount of combat. Since it's only useful in a few places, you will be constantly curing and reinfecting yourself if you want to use it. A "Stage 0", which negates all side-effects and renders passives/skills unusable would be a nice quality of life addition.
Week 4 of PTS and still no updates or bug fixes for werewolfs. Wasn't this supposed to also be a QoL update for werewolfs as well as a vampire patch @ZOS_GinaBruno ?
What's the point of having a QoL patch for werewolfs if all the feedback that is provided simply gets ignored?
Will there even be any changes for werewolfs or is everyone who goes on PTS to test them wasting their time?
navystylz_ESO wrote: »Pendulum swing to far back the other way. I don't know why:
- Regular Ability Cost is now +3/+5/+8+12%, down from +5/+10/+15/+20%
Required for this to happen:.
- Vampire Ability Cost is now -6/-10/-16/-24%, down from -10/-20/-30/-40%
Paradisius wrote: »I suggest that if you want to make the skill riskier to use, so its not used all of the time. Change the scaling from 20 > 10. Essentially leaving Simmering Frenzy as is prior to this patch, and adding more risk to Sated Fury so people are more enticed to use the self heal function of the ability
RavemasterCrow wrote: »navystylz_ESO wrote: »Pendulum swing to far back the other way. I don't know why:
- Regular Ability Cost is now +3/+5/+8+12%, down from +5/+10/+15/+20%
Required for this to happen:.
- Vampire Ability Cost is now -6/-10/-16/-24%, down from -10/-20/-30/-40%
So basically it's objectively worse than Live again? Because currently on Live that's basically the Amount of Vampire Ability Cost Reduction/Stage - it's capped at like... 21%, so it's fairly close. BUT, we're still getting ability cost increase and them changing some of the abilities and morphs to be less effective. FFS.
navystylz_ESO wrote: »Like what in the actual heck, ZOS. And in addition you broke an ability that didn't need breaking. I wanted to use simmering fury, but now you don't want cater to the people that want to use a whooping 2 abilities form vampire on their bar. Sated fury and perhaps the ultimate.
As i said before i think that core concept of this skill is bad and not vampiric at all(it encourage to use not vampiric heal and feels like berserker's skill not vampire's). The only ones who will absolutly benefit from this skill will be gankers, bombers and snipers. New and not experienced players will often die, because of this ability, that will lead to frustration. Average players,depending on balance, will overcome HP loss and will never turn off this ability during fight(used like passive) or will use it as periodical buff, but requiring much more attention and control than regular buffs, visuals almost not readable in fight, because it out of GCD you often don't understand did you turn it on or off, all this will lead to a chore or frustaration again and only for top players it wouldn't be a problem.Paradisius wrote: »However, the blood frenzy changes are overbearing. Through my own testing I found that Simmering Frenzy in 6.0.3 patch form is a morph hardly anyone will take. And Sated Fury will be taken with low uptimes. 20% cost increase per second after cutting the vampire cost reduction in half is overboard, and it puts to question why anyone would use this ability now.
I suggest that if you want to make the skill riskier to use, so its not used all of the time. Change the scaling from 20 > 10. Essentially leaving Simmering Frenzy as is prior to this patch, and adding more risk to Sated Fury so people are more enticed to use the self heal function of the ability